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Everything you need before your first session

YOUR READING PATH

What is Ruins of Symbaroum?

Ruins of Symbaroum is the 5th Edition adaptation of Symbaroum, an acclaimed dark fantasy tabletop RPG by Free League Publishing. If you know how to play D&D 5e, you already know the core mechanics. What changes is the world, the tone, and the stakes.

The setting is Ambria — a young kingdom built by refugees on the edge of Davokar, an ancient forest that swallowed a fallen empire. Your characters are explorers, treasure hunters, mystics, and soldiers navigating a world where every faction has an agenda, the forest actively resists intrusion, and magic corrodes the soul of anyone who wields it.

This is not D&D with a dark coat of paint. Symbaroum is a world where heroes are rare, moral choices are hard, and the greatest treasures demand the highest prices.
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What Makes This Different from D&D

Corruption is Real and Mechanical

Every spell your character casts generates Corruption — a physical, trackable force that darkens your Shadow and eventually transforms you into an abomination. Cantrips cost 1 temporary Corruption. A 5th-level spell costs 1d4+5. When your permanent Corruption exceeds your threshold, your character becomes an NPC monster. This isn't a distant threat — it's the central tension of playing a spellcaster.

There Are No "Good" Factions

The Queen's Crown conquers and assimilates. The Church of Prios burns heretics. Ordo Magica hoards dangerous knowledge. The Iron Pact kills anyone who disturbs the forest. The barbarian clans war among themselves. Every faction your character might ally with is doing something your character might find unforgivable.

The Forest is the Dungeon — and It Fights Back

Davokar isn't a passive backdrop. It shifts paths, corrupts travelers, and sends creatures after trespassers. Bright Davokar (the outskirts) is dangerous. Wild Davokar is lethal. Dark Davokar is actively murderous. An expedition into the forest IS the adventure — you don't need to find a dungeon entrance because the entire forest is trying to kill you.

Death is Common, Treasure is Cursed

Characters die. Artifacts from the ruins of Symbaroum carry corruption. That magic sword you found? It's marking your soul every time you attune to it. The wealth you bring back from Davokar funds your next expedition — if you survive to spend it.

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Before Session One

For GMs

• Tell your players upfront: "Characters can and will be corrupted. This is not a power fantasy."

• Explain the Corruption Threshold before character creation — it affects class and approach choices.

• Start in Thistle Hold. It's the default home base — a frontier town at Davokar's edge where expeditions launch.

• First adventure: a simple expedition into Bright Davokar to retrieve an artifact. Let the forest introduce itself.

• Require an Explorer's License (5 thaler) before entering Davokar. It establishes the frontier economy immediately.

For Players

• Your character has a reason to be at the edge of the forest. Figure out what it is.

• Corruption is not a punishment — it's a resource you manage. Knowing when to push and when to stop is the game.

• Factions matter. Your character's relationships with the Crown, the Church, and the clans will shape your story.

• The setting rewards caution, investigation, and negotiation as much as combat.

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Character Creation Overview

The Character Builder walks you through every step, but here's what to expect:

Origins (Species)

Ambrians (civilized humans), Barbarians (indigenous humans), Elves (immortal forest guardians), Dwarves (soulless exiles), Goblins (short-lived survivors), Ogres (ancient giants), Changelings (fey-touched shapeshifters), Trolls (transformed goblins), and Undead (revenants who returned from death). Each has unique mechanical traits and a very different social standing in the world.

Classes

Five classes, each with multiple Approaches (subclasses):

Captain — Battlefield leader. Commands allies, coordinates tactics. Not a spellcaster.

Hunter — Tracker and wilderness expert. Ranged combat specialist.

Mystic — Spellcaster. Nine different traditions (Witch, Theurg, Wizard, Sorcerer, etc.). All cause Corruption.

Scoundrel — Cunning operative. Thieves, spies, treasure hunters. Backstab specialists.

Warrior — Professional fighter. Berserkers, knights, templars, duelists.

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Essential Lore (The 5-Minute Version)

Ambria — A 21-year-old kingdom built by war refugees from the south. Seven duchies, a capital city of 100,000, and a queen who wears a porcelain mask to hide the scars the Dark Lords gave her.

Davokar — The endless ancient forest north of Ambria. It buried an empire called Symbaroum a thousand years ago. Now treasure hunters plunder its ruins while the forest fights back. Three zones: Bright (dangerous), Wild (lethal), Dark (don't).

Corruption — Magic has a price. Spells generate Corruption that accumulates on your soul. Too much and you physically transform into a monster. This is the defining mechanic of the game.

The Factions — The Crown (expand and conquer), the Church of Prios (burn the heretics), Ordo Magica (hoard the knowledge), the Rangers (guard the border), the Iron Pact (protect the forest), and the Barbarian Clans (this was our land first). Everyone schemes.

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